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/* $Id: s_fog.c,v 1.1 2003-02-28 11:49:41 pj Exp $ */
/*
* Mesa 3-D graphics library
* Version: 4.1
*
* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "macros.h"
#include "mmath.h"
#include "s_context.h"
#include "s_fog.h"
#include "s_span.h"
/**
* Used to convert current raster distance to a fog factor in [0,1].
*/
GLfloat
_mesa_z_to_fogfactor
(GLcontext
*ctx
, GLfloat z
)
{
GLfloat d
, f
;
switch (ctx
->Fog.
Mode) {
case GL_LINEAR
:
if (ctx
->Fog.
Start == ctx
->Fog.
End)
d
= 1.0F;
else
d
= 1.0F / (ctx
->Fog.
End - ctx
->Fog.
Start);
f
= (ctx
->Fog.
End - z
) * d
;
return CLAMP
(f
, 0.0F, 1.0F);
case GL_EXP
:
d
= ctx
->Fog.
Density;
f
= (GLfloat
) exp(-d
* z
);
return f
;
case GL_EXP2
:
d
= ctx
->Fog.
Density;
f
= (GLfloat
) exp(-(d
* d
* z
* z
));
return f
;
default:
_mesa_problem
(ctx
, "Bad fog mode in _mesa_z_to_fogfactor");
return 0.0;
}
}
/**
* Calculate fog factors (in [0,1]) from window z values
* Input: n - number of pixels
* z - array of integer depth values
* red, green, blue, alpha - pixel colors
* Output: red, green, blue, alpha - fogged pixel colors
*
* Use lookup table & interpolation?
*/
static void
compute_fog_factors_from_z
( const GLcontext
*ctx
,
GLuint n
,
const GLdepth z
[],
GLfloat fogFact
[] )
{
const GLfloat
*proj
= ctx
->ProjectionMatrixStack.
Top->m
;
const GLboolean ortho
= (proj
[15] != 0.0F);
const GLfloat p10
= proj
[10];
const GLfloat p14
= proj
[14];
const GLfloat tz
= ctx
->Viewport._WindowMap.
m[MAT_TZ
];
GLfloat szInv
;
GLuint i
;
if (ctx
->Viewport._WindowMap.
m[MAT_SZ
] == 0.0)
szInv
= 1.0F;
else
szInv
= 1.0F / ctx
->Viewport._WindowMap.
m[MAT_SZ
];
/*
* Note: to compute eyeZ from the ndcZ we have to solve the following:
*
* p[10] * eyeZ + p[14] * eyeW
* ndcZ = ---------------------------
* p[11] * eyeZ + p[15] * eyeW
*
* Thus:
*
* p[14] * eyeW - p[15] * eyeW * ndcZ
* eyeZ = ----------------------------------
* p[11] * ndcZ - p[10]
*
* If we note:
* a) if using an orthographic projection, p[11] = 0 and p[15] = 1.
* b) if using a perspective projection, p[11] = -1 and p[15] = 0.
* c) we assume eyeW = 1 (not always true- glVertex4)
*
* Then we can simplify the calculation of eyeZ quite a bit. We do
* separate calculations for the orthographic and perspective cases below.
* Note that we drop a negative sign or two since they don't matter.
*/
switch (ctx
->Fog.
Mode) {
case GL_LINEAR
:
{
GLfloat fogEnd
= ctx
->Fog.
End;
GLfloat fogScale
;
if (ctx
->Fog.
Start == ctx
->Fog.
End)
fogScale
= 1.0;
else
fogScale
= 1.0F / (ctx
->Fog.
End - ctx
->Fog.
Start);
if (ortho
) {
for (i
=0;i
<n
;i
++) {
GLfloat ndcz
= ((GLfloat
) z
[i
] - tz
) * szInv
;
GLfloat eyez
= (ndcz
- p14
) / p10
;
GLfloat f
;
if (eyez
< 0.0)
eyez
= -eyez
;
f
= (fogEnd
- eyez
) * fogScale
;
fogFact
[i
] = CLAMP
(f
, 0.0F, 1.0F);
}
}
else {
/* perspective */
for (i
=0;i
<n
;i
++) {
GLfloat ndcz
= ((GLfloat
) z
[i
] - tz
) * szInv
;
GLfloat eyez
= p14
/ (ndcz
+ p10
);
GLfloat f
;
if (eyez
< 0.0)
eyez
= -eyez
;
f
= (fogEnd
- eyez
) * fogScale
;
fogFact
[i
] = CLAMP
(f
, 0.0F, 1.0F);
}
}
}
break;
case GL_EXP
:
if (ortho
) {
for (i
=0;i
<n
;i
++) {
GLfloat ndcz
= ((GLfloat
) z
[i
] - tz
) * szInv
;
GLfloat eyez
= (ndcz
- p14
) / p10
;
if (eyez
< 0.0)
eyez
= -eyez
;
fogFact
[i
] = (GLfloat
) exp( -ctx
->Fog.
Density * eyez
);
}
}
else {
/* perspective */
for (i
=0;i
<n
;i
++) {
GLfloat ndcz
= ((GLfloat
) z
[i
] - tz
) * szInv
;
GLfloat eyez
= p14
/ (ndcz
+ p10
);
if (eyez
< 0.0)
eyez
= -eyez
;
fogFact
[i
] = (GLfloat
) exp( -ctx
->Fog.
Density * eyez
);
}
}
break;
case GL_EXP2
:
{
GLfloat negDensitySquared
= -ctx
->Fog.
Density * ctx
->Fog.
Density;
if (ortho
) {
for (i
=0;i
<n
;i
++) {
GLfloat ndcz
= ((GLfloat
) z
[i
] - tz
) * szInv
;
GLfloat eyez
= (ndcz
- p14
) / p10
;
GLfloat tmp
= negDensitySquared
* eyez
* eyez
;
#if defined(__alpha__) || defined(__alpha)
/* XXX this underflow check may be needed for other systems*/
if (tmp
< FLT_MIN_10_EXP
)
tmp
= FLT_MIN_10_EXP
;
#endif
fogFact
[i
] = (GLfloat
) exp( tmp
);
}
}
else {
/* perspective */
for (i
=0;i
<n
;i
++) {
GLfloat ndcz
= ((GLfloat
) z
[i
] - tz
) * szInv
;
GLfloat eyez
= p14
/ (ndcz
+ p10
);
GLfloat tmp
= negDensitySquared
* eyez
* eyez
;
#if defined(__alpha__) || defined(__alpha)
/* XXX this underflow check may be needed for other systems*/
if (tmp
< FLT_MIN_10_EXP
)
tmp
= FLT_MIN_10_EXP
;
#endif
fogFact
[i
] = (GLfloat
) exp( tmp
);
}
}
}
break;
default:
_mesa_problem
(ctx
, "Bad fog mode in compute_fog_factors_from_z");
return;
}
}
/**
* Apply fog to a span of RGBA pixels.
* The fog factors are either in the span->array->fog or stored as base/step.
* These are fog _factors_, not fog coords. Fog coords were converted to
* fog factors per vertex.
*/
void
_mesa_fog_rgba_span
( const GLcontext
*ctx
, struct sw_span
*span
)
{
const SWcontext
*swrast
= SWRAST_CONTEXT
(ctx
);
const GLuint n
= span
->end
;
GLchan
(*rgba
)[4] = (GLchan
(*)[4]) span
->array
->rgba
;
GLchan rFog
, gFog
, bFog
;
ASSERT
(ctx
->Fog.
Enabled);
ASSERT
((span
->interpMask
| span
->arrayMask
) & SPAN_FOG
);
ASSERT
(span
->arrayMask
& SPAN_RGBA
);
UNCLAMPED_FLOAT_TO_CHAN
(rFog
, ctx
->Fog.
Color[RCOMP
]);
UNCLAMPED_FLOAT_TO_CHAN
(gFog
, ctx
->Fog.
Color[GCOMP
]);
UNCLAMPED_FLOAT_TO_CHAN
(bFog
, ctx
->Fog.
Color[BCOMP
]);
if (swrast
->_PreferPixelFog
) {
/* compute fog factor from each fragment's Z value */
if ((span
->interpMask
& SPAN_Z
) && (span
->arrayMask
& SPAN_Z
) == 0)
_mesa_span_interpolate_z
(ctx
, span
);
compute_fog_factors_from_z
(ctx
, n
, span
->array
->z
, span
->array
->fog
);
span
->arrayMask
|= SPAN_FOG
;
}
if (span
->arrayMask
& SPAN_FOG
) {
/* use fog array in span */
GLuint i
;
for (i
= 0; i
< n
; i
++) {
const GLfloat fog
= span
->array
->fog
[i
];
const GLfloat oneMinusFog
= 1.0F - fog
;
rgba
[i
][RCOMP
] = (GLchan
) (fog
* rgba
[i
][RCOMP
] + oneMinusFog
* rFog
);
rgba
[i
][GCOMP
] = (GLchan
) (fog
* rgba
[i
][GCOMP
] + oneMinusFog
* gFog
);
rgba
[i
][BCOMP
] = (GLchan
) (fog
* rgba
[i
][BCOMP
] + oneMinusFog
* bFog
);
}
}
else {
/* interpolate fog factors */
GLfloat fog
= span
->fog
, dFog
= span
->fogStep
;
GLuint i
;
for (i
= 0; i
< n
; i
++) {
const GLfloat oneMinusFog
= 1.0F - fog
;
rgba
[i
][RCOMP
] = (GLchan
) (fog
* rgba
[i
][RCOMP
] + oneMinusFog
* rFog
);
rgba
[i
][GCOMP
] = (GLchan
) (fog
* rgba
[i
][GCOMP
] + oneMinusFog
* gFog
);
rgba
[i
][BCOMP
] = (GLchan
) (fog
* rgba
[i
][BCOMP
] + oneMinusFog
* bFog
);
fog
+= dFog
;
}
}
}
/**
* As above, but color index mode.
*/
void
_mesa_fog_ci_span
( const GLcontext
*ctx
, struct sw_span
*span
)
{
const SWcontext
*swrast
= SWRAST_CONTEXT
(ctx
);
const GLuint n
= span
->end
;
GLuint
*index
= span
->array
->index
;
ASSERT
(ctx
->Fog.
Enabled);
ASSERT
(span
->arrayMask
& SPAN_INDEX
);
ASSERT
((span
->interpMask
| span
->arrayMask
) & SPAN_FOG
);
if (swrast
->_PreferPixelFog
) {
/* compute fog factor from each fragment's Z value */
if ((span
->interpMask
& SPAN_Z
) && (span
->arrayMask
& SPAN_Z
) == 0)
_mesa_span_interpolate_z
(ctx
, span
);
compute_fog_factors_from_z
(ctx
, n
, span
->array
->z
, span
->array
->fog
);
span
->arrayMask
|= SPAN_FOG
;
}
if (span
->arrayMask
& SPAN_FOG
) {
const GLuint idx
= (GLuint
) ctx
->Fog.
Index;
GLuint i
;
for (i
= 0; i
< n
; i
++) {
const GLfloat f
= CLAMP
(span
->array
->fog
[i
], 0.0F, 1.0F);
index
[i
] = (GLuint
) ((GLfloat
) index
[i
] + (1.0F - f
) * idx
);
}
}
else {
GLfloat fog
= span
->fog
, dFog
= span
->fogStep
;
const GLuint idx
= (GLuint
) ctx
->Fog.
Index;
GLuint i
;
for (i
= 0; i
< n
; i
++) {
const GLfloat f
= CLAMP
(fog
, 0.0F, 1.0F);
index
[i
] = (GLuint
) ((GLfloat
) index
[i
] + (1.0F - f
) * idx
);
fog
+= dFog
;
}
}
}